Is it possible to configure or customize the message used when consuming a potion? It says "x potion equipped", I'd like to make it "x potion consumed".
I love this mod because I've gone to great lengths to prevent menus during combat, and sometimes I just did not prepare SoulyHUD well enough to have potions at the ready. But this mod makes sure they are always ready. However, I think I just ate a Welkynd Stone. Bit expensive.. Not sure they can be used for anything else, but... I'd rather not have something like that picked so randomly. Is there a way I can prevent that?
OK, I wouldn't normally respond to a comment like this but in this case I feel it's justified.
Aside from the fact that potions are just one small part of iEquip, they also happen to be the part that has had the most amount of development and rigorous testing over the past three years. There are several key differences to how this mod selects potions to consume and how iEquip selects them. For a start the method used here to determine the strength of potion required (float deficit = player.GetActorValueMax(avName) - player.GetActorValue(avName)) works OK, but does not account for any buffs to the stat max value. There isn't a way in papyrus to get this information, which is why Ryan wrote the GetAVDamage() function in iEquipUtil. It returns all current damage to the stat so doing player.GetActorValue(avName) + GetAVDamage(avName) gets you the true maximum including buffs, and hence the true deficit. Secondly, iEquip curates jArrays of 25 different potions types and updates them on load and when potions enter or leave your inventory, all sorted by magnitude and with the instant/3s/total effects calculated. These lists are always there, always pre-sorted and ready to go. This mod iterates through your inventory every time you press the hotkey and sorts through based on the target deficit at that point. iEquip also checks for the magiceffect already being active on the player before consuming any potion, so if you're using a mod like CACO which has restore over time effects rather than instant, and your previous one is still active, you don't waste potions unnecessarily. And finally iEquip handles all three stats, restore, regen rate and fortify from the Potion Groups in the consumables slot with a single key, plus the option to QuickRestore/QuickBuff which with one activation can check and consume the most relevant restore, regen and fortify potions for each stat, plus any resistance potion, combat skills buff potions and/or magic skills buff potions all in one go. And all of this with active effects checking, no wastage, combat/weapons drawn awareness, options for the amount of stat damage before anything should be consumed, option to always use strongest needed/fastest acting over 3s/weakest or a situationally aware combination of those.
WS, please do not take this post in any way as criticism, that is not my intention. This is a good mod which does what it says on the tin. But after nearly four years of putting in thousands of free hours on iEquip development posts like this really piss me off, sorry.
You're absolutely right. I have just realised GetAVMax/GetActorValueMax is an SSE-only function. Our stuff was all written when we were supporting both platforms and there was no LE equivalent, hence GetAVDamage. I'm not sure if there was still something to do with temporary buffs added by spells that still wasn't being picked up, but I could be remembering that from issues we had whilst testing GetAVDamage. I will correct my rant accordingly, apologies for any upset or consternation caused.
I meant no disrespect by my comment, but I only use your iEquip mod for potions. Only potions. I have a great number of gripes with iEquip that quite honestly will exist whether you like it or not, because everyone has their own opinion and you need to learn to respect it. The hotkeys are all over the place, the functions are far too unnecessarily bloated for my tastes, and frankly I don't have the reaction speed to bother timing a weapon switch ten seconds in advance since that's just how long it takes to use the mod. In my experience with iEquip, it's only viable in a Skyrim that's either built for slower combat or is *only* using a few scripts. Even running Skyrim on an RTX2070 and a Ryzen 7 3700X, I still can't stand how poorly iEquip meshes with my setup. Sorry to break it to you, but some mods will better fit people's needs than yours, regardless of how much effort you put into your mod. If you have an issue with someone showing appreciation to a mod author for preferring a smaller, less laggy mod over yours? Then maybe you need to step back and reassess if you're reading into what they're trying to say properly or if you're just self-obsessed and need a dose of reality before getting this upset and angry over a five-word comment on an obscure mod's comment section. Good day.
Thank you for this mod, 3 years later and it is still the best potion hotkey mod out there for me If anyone using this mod, be sure to grab the patch for it that makes it works for all modded potions out the of box, no extra tinkering needed.
Saved me countless times in my requiem permadeath playthrough, I have tried other potions hotkey mod like Swift Potion NG or Rapid Auto Potion but they always have problems like health works but magicka/stamina doesnt work, or bought potions work but my own crafted potions doesnt work, or they just refuse to work suddenly mid-playthrough
This mod doesnt have any problems like that. It just works!
Just not able to see any MCM from this mod or any mod unfortunately. I tried this command: setstage SKI_ConfigManagerInstance 1 and that didn't fix it either.
if this mod doesnt work for u, cause u not a native speaker Engrish man in new york, u can try with "Swift Potion NG" instead of this, also work with zupa
I toggle the auto system off and just map the restore hotkey to X (Leonelklo comment)
83 comments
EDIT: just switched to improved acc, works fine
Aside from the fact that potions are just one small part of iEquip, they also happen to be the part that has had the most amount of development and rigorous testing over the past three years. There are several key differences to how this mod selects potions to consume and how iEquip selects them.
For a start the method used here to determine the strength of potion required (float deficit = player.GetActorValueMax(avName) - player.GetActorValue(avName)) works OK, but does not account for any buffs to the stat max value. There isn't a way in papyrus to get this information, which is why Ryan wrote the GetAVDamage() function in iEquipUtil. It returns all current damage to the stat so doing player.GetActorValue(avName) + GetAVDamage(avName) gets you the true maximum including buffs, and hence the true deficit.Secondly, iEquip curates jArrays of 25 different potions types and updates them on load and when potions enter or leave your inventory, all sorted by magnitude and with the instant/3s/total effects calculated. These lists are always there, always pre-sorted and ready to go. This mod iterates through your inventory every time you press the hotkey and sorts through based on the target deficit at that point. iEquip also checks for the magiceffect already being active on the player before consuming any potion, so if you're using a mod like CACO which has restore over time effects rather than instant, and your previous one is still active, you don't waste potions unnecessarily. And finally iEquip handles all three stats, restore, regen rate and fortify from the Potion Groups in the consumables slot with a single key, plus the option to QuickRestore/QuickBuff which with one activation can check and consume the most relevant restore, regen and fortify potions for each stat, plus any resistance potion, combat skills buff potions and/or magic skills buff potions all in one go. And all of this with active effects checking, no wastage, combat/weapons drawn awareness, options for the amount of stat damage before anything should be consumed, option to always use strongest needed/fastest acting over 3s/weakest or a situationally aware combination of those.WS, please do not take this post in any way as criticism, that is not my intention. This is a good mod which does what it says on the tin. But after nearly four years of putting in thousands of free hours on iEquip development posts like this really piss me off, sorry.
I'll still stay with IEquip <3
In fact, in my demo video, my health has been buffed 26 points by a temporary buff
If anyone using this mod, be sure to grab the patch for it that makes it works for all modded potions out the of box, no extra tinkering needed.
Saved me countless times in my requiem permadeath playthrough, I have tried other potions hotkey mod like Swift Potion NG or Rapid Auto Potion but they always have problems like health works but magicka/stamina doesnt work, or bought potions work but my own crafted potions doesnt work, or they just refuse to work suddenly mid-playthrough
This mod doesnt have any problems like that. It just works!
setstage SKI_ConfigManagerInstance 1
and that didn't fix it either.
I toggle the auto system off and just map the restore hotkey to X (Leonelklo comment)